Caffey
Junior Member
The Cobra Prodigy
Posts: 99
Power Level: 1,329
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Post by Caffey on Oct 22, 2019 22:04:13 GMT -8
Despite Caffey’s movements being her standard fluid and graceful, she found herself unable to reliably hit in a way that caused serious damage to the horde. It seemed that on the rare occasion her attacks actually took down one of the countless Saibamen, it seemed that she was immediately met with two more. Her assault continued unabated despite this, however frustrating it might be. When the attack had finally ended, she looked upon the crowd of Saibamen with disdain, they had been barely thinned at all. Frustrating. She’d have to do better. The seemingly endless horde of Saibamen attacked, then, surrounding Caffey and slashing with an uncountable number of clawed hands. Despite her best efforts, she found herself simply unable to avoid all of the attacks, though she called upon her ki reserves to increase her speed, to get her out of the worst of the attacks. Despite that, she felt the rake of claws against her leg, the unmistakable pain of a landed attack. It was seemingly impossible to avoid everything the horde had to throw at her. Even so, she felt her best option was to take advantage of the beasts furious focused rush, and attack them while she could, leading into another long flurry of punches and kicks, simply trying to hit any of the saibamen she could, hopefully thinning the herd more than she had previously.
[WC=230] [TWC=2375]
BATTLE TRACKERDEFENSE PHASE.Bonus Action - Reactive: Enhanced Rapid Movement | +25 defense | -15 ki Effective defense: 100 Attack 1: Miss! 4 damage on miss! Attack 2: Miss! 4 damage on miss! OFFENSE PHASE. Standard Action 1: Enhanced Strike | 1d12+1 | 0 ki To-hit: R1u|0NE31d100+30Damage: 1d12+1Standard Action 2: Enhanced Strike | 1d12+1 | 0 ki To-hit: 1d100+30Damage: 1d12+1Passive: EFFECTS.Power Up ki restored 0/100 TRAITS. EQUIPMENT.DEFENSE/UTILITY TECHS.Sonic Sway - Rank 3You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 10 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Barrier - Rank 1 You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.INVENTORY.Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None. HP: 65/65 (Temp HP: 7/15) | KI: 62/100 PL: 787 FIGHTING ACCURACY: 30 | ENERGY ACCURACY: 20 | DEF: 75 DR: +0 Damage Mod: +1 1d100+30·1d12+1·1d100+30·1d12+1
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Post by darthlunchbox on Oct 23, 2019 7:51:50 GMT -8
Cade felt like he was caught in an ocean wave of flailing claws and gnashing teeth. He opened himself to his senses and felt the dark power feeding through the mutants... he could almost feel what they were going to do as they did it. His natural speed served him well, he leaned, bobbed, and wove out of the way of most of the attacks, blocking a few when he absolutely had to... but the sheer mass meant he was taking a few minor wounds here and there. The warmth of his blood trickled down from a couple of places on his arms and legs but it was nothing to hinder him as of yet. It's probably time to cut loose a bit... Releasing his hold on his power, a visible blue aura ignited around his body. He growled in frustration and grabbed at the nearest saibamans blood slicked arm with his glowing hands and sought to do a throw and toss it into one side of the crowd to hinder their movements. As soon as he released the saibaman launched a kick at the face at the next nearest one and pivoted on one foot, kicking out at several others in quick succession as he danced around in the small opening in the sea of saibamen. BATTLE TRACKER
Turns Suppressed: releasing after 2 turns SNEAK ATTACK
DEFENSE PHASE.
Opponent
Attack 1: Cade (85) vs Opponent (64) = Miss
Attack 2: Cade (85) vs Opponent (84) = Miss
Total damage: 8 from the misses that bypassed dr
OFFENSE PHASE.
At-Will: -
Bonus Action: - Sense
Standard Action 1: -
Grapple
Rcm6dIGI1d100+25
1d6+1
Sneak Attack Damage 2d6
Standard Action 2: -
Strike
1d100+25
1d8+1
Sneak Attack Damage
2d6
EFFECTS.
Inventory
Dragon Ball Orange Hard Candy
Shaped like a Dragon Ball, but luckily doesn’t taste like one too! Increase your gains in one thread by 20%. This item is consumed after it has been redeemed
Cryo-Bomb
A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation.
Type: Grenade
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Flashbang
A grenade that explodes with a burst of bright light and considerable noise, often used to disorient foes to great effect.
Type: Grenade
Zeni Value: 10000
Zeni Cost: 40000
Activation: Bonus Action
Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Katchin Armor
Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7.
Type: Outfit - Armor
Zeni Value: 40000
Zeni Cost: 120000
Activation: Passive
Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
PL:659/659
HP: 72/80 | TEMP HP: 0/0 | KI: 97/100
FIGHTING: 20 | ENERGY CONTROL: 15 | REFLEXES: 20 | RESILIENCE: 15
MELEE ACCURACY: +20 | ENERGY ACCURACY: +15 | DEF: 80
DR: -3 | DMG MODIFIER: +1 | KI COST: -0
ACTIVE EFFECTS: N/A
LIMITED EFFECTS: N/A
DAMAGE TAKEN THIS TURN: 8 [217/2158]
Caffey Shell A.I.
1d100+25·1d6+1·2d6·1d100+25·1d8+1·2d6
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Post by A.I. on Oct 24, 2019 16:43:01 GMT -8
Her fist was covered in an odd substance, most likely from punching one of the tiny creatures in the face. It looked, felt and would probably taste extremely disgusting, seeing how it stuck and clung to Ahri's palm and refused to let go. Ahri sneered, and watched as the Saibamen bulged and grew, with a sinister and invisible aura surrounding the horde. Unnaturally coloured blood was allowed to flow, and the Saibamen shrieked and screamed. Ahri looked at the sight with scorn and disdain, with a slight feeling of vomit welling up in her throat. She swallowed, and prepared to defend herself as a couple of Saibamen lunged towards her. She knocked away and parried some of the attacks, but the sharp claws and teeth of the little creatures still managed to leave a scratch on her knee and forearm. Grunting, and already feeling weary, she threw her arms upward, releasing a burst of air which would attempt to force the Saibamen attacking her to plant their feet on the floor of the desert to avoid being thrown away. Ahri crouched low, and with both palms planted in the sand, she then swept her outstretched foot in a full revolution, attempting to knock the Saibamen off their feet. She leapt upwards and backwards, to avoid being surrounded by the little creatures. There was no coordination in any of the two side's attacks. They all just fought, all with the same main goal, but different ways of doing so. It seemed to Ahri as if each of the four fighters were fighting their own section of the Saibamen, and doing nothing more. Noting this, she kicked another one of her enemies who had decided to take another go her, into the sea of mutant Saibamen, then charged forth with yet another glowing fist, tossing it into the horde, hoping to blow away several of the creatures with a single strike.
Word Count : 319/2415 Shell Caffey darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 85 Def vs 61 Acc. Miss for 4 dmg bypassing DR. Attack 2: A.I. 85 Def vs 84 Acc. Miss for 4 dmg bypassing DR.
Total Dmg: 8
4 Damage dealt back with 'Bristling Defences'.
Offense Phase
Edge 2 established. +5 Acc, +3 Damage, +3 DR.
At Will:
Bonus Action:
Standard Action 1: Shattering Blow | -15 ki | Piercing | Wound
Accuracy: kUUt6hK01d100+30
Damage: 3d10+5
Wound(40 or lower): 1d100
Standard Action 2: Shattering Blow | -15 ki | Piercing | Wound
Accuracy: 1d100+30
Damage: 3d10+5
Wound(40 or lower): 1d100
Battle Info Skills
Fighting :25 Energy Control :10 Reflexes :40 Resilience :10
Techniques
SHATTERING BLOW Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki
BITCH SLAP Ahri's holy white aura bursts to life as she charges towards her unfortunate foe, delivering a humiliating, energy charged, slap so powerful, that it can provide even the toughest warriors with a permanent concussion. If you ever get the slap from Ahri, you must've pissed her off. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+20 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki & 5 HP
BLINDING AURA(SOLAR FLARE) Ahri uses her ki to amplify the light around her in a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread.
Traits
Quick Learner: You automatically subtract one week from every technique you study’s learning time.
Encapsulate(AI Assistant): As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread.
Moxy(AI Assistant): When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
Instinct(AI Assistant): Your Defense is increased by +15.
Class Traits
Tank: You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.
Bristling Defences: Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.
Inventory
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Ritual Dagger This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims. Type: Weapon - Knife Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target. Limit: 3 uses per thread.
Melee Accuracy: 1d100+25(+5, Edge 2) Energy Accuracy: 1d100+10(+5, Edge 2) Defense: 85 Damage Reduction: -4(+3, Edge 2) Damage Modifier: +2(+3, Edge 2) HP: 80/80 Temporary HP: 24 KI: 35/100 Natural PL: 3272 Base PL: 3599(Auxiliary Core) 1d100+30·3d10+5·1d100·1d100+30·3d10+5·1d100
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Post by Shell on Oct 26, 2019 9:26:52 GMT -8
Shell felt his blade bite deep, slicing through legions of Saibamen. Some of them kept fighting with missing limbs or gashes across their chest. Some fell over and stopped moving. Shell retracted his namekian arm and tucked the sword away in his sash, sliding it into its scabbard. The sword wouldn’t be sufficient for these monsters. He’d need to fight back with more...explosive means. He started to gather energy in both hands, but then the Saibamen shuddered, their undulating shrieks piercing through the air. They began to morph again, skin splitting and tearing open wounds already inflicted. As a single mass they began to claw and bite and slash, and Shell leapt backwards the moment he felt Saibamen claws ripping at him.
He landed a few feet away, watching his teammates contend with the assault. Most of them were quick enough, like Shell, to simply duck and weave, catapulting backwards. He saw Caffey flicker in place and then appear beyond the group of monsters. Most of them escape with only the most minor of injuries.
Then the Saibamen surged forward at their targets again, not yet done with their frenzied assault.
Shell instinctively thrust forward one teal-colored arm, a gentle bracelet on his hand flickering to life as he channeled his will into it. In front of him a partial dome of interlocking green hexagons flared to life, and Saibamen slammed themselves against the barrier, slashing, biting, and shouting against its luminescence. Shell breathed a sigh of relief for his quick thinking, having escaped entirely unscatched by the little monsters. They were still thrashing and jerking, but Shell paid them no mind, instead beginning to gather energy into his left arm. This energy was jus as dark as whatever made them. The demonic energy his father had imbued his body with would serve him well as black-purple lightning cackled around his chitinous demon arm. “If you’re from my father, then taste your own evil...if you’re not, then face true demonic might!” the demon clan namekian taunted as his hand glowed a purple white. Then he launched his hand forward while dropping the green shield, energy imbued hand grasping the head of the first Saibaman he could find. He lifted his arm skyward, and it began to stretch up before plunging the Saibaman back into the ground, the force of the impact cracking the earth beneath him. Then the furious energy surged down his elongated arm, demonic lightning and ki barreling into the writhing mass of saibamen.
“Mataihou!” But Shell wasn’t done. A second burst of energy travelled down his arm, lightning and ki exploding into the center of the saiba-bodies with no regard for their safety. He was going to roast them, burn them to the ground with the force of his multiple explosions. If they were made from his father’s malice, then he’d send him a message. If they were made by someone else, some pretender who just copied his father’s technique, then Shell would show them how to properly employ the demon energies they sought to copy.
PLAYER ACTIONS
RELEVANT ABILITIESRushing Your attacks deal 15% of their total damage to their targets even if they would fail to hit. This damage ignores DR. Relentless Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again. Pummel Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage. A Thousand Cuts Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted. Namekian Physiology You may make a single melee attack from range, twice per battle. When you do, your attack has a +10 accuracy modifier. In addition, regen 2 HP naturally at the end of each turn. RELEVANT EQUIPMENTREACTIVE ACTIONSShell evades one “Frenzy”! Shell takes 4 Damage due to Rushing. Shell activates his “Buckler”! Saibaman’s attack hits the buckler instead of Shell, dealing all of its damage to the Buckler!
Frenzy 1: 65 Acc vs 70 Defense (Shell) = Miss! Shell takes 4 Damage due to “Rushing” Frenzy 2: 18 - 4 (Buckler’s DR) = 14 Damage! 20 HP - 14 Damage = 6 HP! The Buckler Absorbs the attack!AT-WILL ACTIONSNoneBONUS ACTIONSShell used Buckler!STANDARD ACTIONSShell used the Special Technique “Mataihou” two times! Shell activates “Namekian Physiology” on his first Strike to allow him to make a melee attack from range! That attack also gains +10 Accuracy!Mataihou Dice Roll: a4vMcFry1d100+45Mataihou Damage Roll: 4d6+8Mataihou Pummel Roll: 2d5Mataihou Stun Roll: 1d100 Stun will be inflicted if the roll is under 40.If this technique misses it will still deal 15% of its damage (bypassing DR) due to “Rushing”Mataihou Dice Roll: 1d100+35Mataihou Damage Roll: 4d6+8Mataihou Pummel Roll: 2d5Mataihou Stun Roll: 1d100 Stun will be inflicted if the roll is under 40.If this technique misses it will still deal 15% of its damage (bypassing DR) due to “Rushing”Shell used 2 Standard Actions to attack Saibaman this turn. Saibaman automatically takes 4 Damage that bypasses DR and Temp HP due to “Relentless” Ability! Relentless Stacks: 2 PL: 1,141 1,000 HP: 40/40 | TEMP HP: 16/20 | KI: 41/100 FIGHTING: 30 | ENERGY CONTROL: 10 | REFLEXES: 30 | RESILIENCE: 10 MELEE ACCURACY: 35 | ENERGY ACCURACY: 15 | DEF: 70 DR: +0 | DMG MODIFIER: +4| KI COST: -0 ACTIVE EFFECTS: PL Suppression (1,000), Status Immunity (All) LIMITED EFFECTS: Buckler (½), Katchin Sword (1/3), Namekian Physiology (2/2) DAMAGE TAKEN THIS TURN: 0 Kiryu darthlunchbox A.I. @glowy [ 511 Words ][ 3500 Words Total ] 1d100+45·4d6+8·2d5·1d100·1d100+35·4d6+8·2d5·1d100
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Post by Kiryu on Oct 28, 2019 11:29:16 GMT -8
Your salvo is an excellent one. The horde of Saibamen quickly find themselves significantly lessened, as your attacks either decimate multiple Saibamen or cause entire groups to need to spend ki to speed up their movements and avoid harm. As one, the swarm pulls back a bit, displaying some animal cunning by pulling back in and moving forward in a more unified fashion. They might be less numerous, but now, upon encountering such firm, unexpected resistance, they seem to have organized, as though some will was being exerted on the savage beasts. Mmmmm.... not bad.The robed figure stroked his chin, though it was untouched by any beard. Any hair at all, really. He observed the battle between the horde of Saibamen and the group that had assembled to fight them. A cruel smirk twisted his features. You're dealing with them rather well so far, for a band of trash. I think you're ready for the real test.The robed figure held up a hand, and dark energy swirled around it.
The dark ki surged through the Saibamen once more, restoring some of their power. More disturbingly, the fallen forms of the Saibamen you have already defeated pulse with that same dark energy. Rather than restoring power to their forms, however, it bursts out from the insides, liquefying their bodies into some sort of foul offal. Shell, you are now absolutely certain that you have felt this energy before, and know it's source. The Saibamen, some power restored, rush forward again, with fang and claw, attempting to strip the flesh from your bones in another ravening assault. Their power does begin to ebb dangerously low after, however... their forms seem that perhaps they are unable to handle the massive amount of dark energy flowing through their bodies. Victory may be close at hand...
[WC=303] [TWC=2,257] Battle Tracker
Defense Phase- Def 100; All attacks but Shell's crit miss. Ahri deals 4 damage ignoring DR; taken on temp HP Shell's Rushing attack deals 5 damage ignoring DR; taken on temp HP Saibamen have 2 DR; Shell's attack deals 36 damage; Saibamen take 34 damage; 20 is taken on temp HP, 14 is dealt to normal HP. Saibamen take additional 2 damage from missed damage last turn. Saibamen take 3 damage from Found.
Bonus Action- Rapid Movement: -15 ki, +25 Defense
Offense Phase
Bonus Action: Power Up; +25 ki/+25% PL, 2 turns
Standard Action: Power Up; +25 ki/+25% PL, 2 turns
At Will: Enhanced Dragon Dash (-7 ki, +10 Attack, +5 damage)
Standard Action 1=(NPC ability): Frenzy (Physical Melee Area, -25 ki) Slashing
Attack Roll: sFvoWkI61d100+55
18 Damage, 4 bypassing DR on miss
Wounding 40%: 1d100
Battle Stats Base PL: 1,000
PL: 1,500
HP: 33/80 | Temp HP: 0 | KI: 43/100
MELEE ACCURACY: 30 | ENERGY ACCURACY: 10 | DEF: 75
DR: +2 | DMG MODIFIER: +3 | KI COST: -0 | Power Up Ki Restored: 65/100 1d100+55·1d100
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Caffey
Junior Member
The Cobra Prodigy
Posts: 99
Power Level: 1,329
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Post by Caffey on Nov 1, 2019 17:14:14 GMT -8
They were exploding now? Or, sort of exploding, at least. Caffey watched with disgust and horror as the Saibamen, now organized in a much more orderly fashion, backed away from their fallen before the bodies lining the ground exploded into some kind of liquid that made Caffey feel sick just being around. She pushed down that urge, ignoring the liquid as best as she could, refocusing on the Saibamen who were still standing. They seemed to be growing weaker, she could feel them losing energy, they no longer felt like the overwhelming force they did originally. Inspired by the apparent weakness of the horde, Caffey finally felt like they might actually be able to win, that they were making progress despite the overwhelming numbers advantage they were facing, the horde no longer seemed endless. Reacting to their attacks at the last moment, she used her ki to enhance her speed, leaping out of the way of their attacks, though they managed to barely catch her once again, before charging back down at them, delivering another long series of strikes directed at any Saibaman within her reach. She hoped they were nearly done with this fight, it seemed that no matter how well she managed to dodge the Saibamen they would still manage to chip away at her defenses with every attack.
[WC=219] [TWC=2594] BATTLE TRACKERDEFENSE PHASE.Bonus Action - Reactive: Enhanced Rapid Movement | +25 defense | -15 ki Effective defense: 100 Attack 1: Miss! 4 damage on miss! OFFENSE PHASE. Standard Action 1: Enhanced Strike | 1d12+1 | 0 ki To-hit: sbpQE_d|1d100+30Damage: 1d12+1Standard Action 2: Enhanced Strike | 1d12+1 | 0 ki To-hit: 1d100+30Damage: 1d12+1Passive: EFFECTS.Power Up ki restored 0/100 TRAITS. EQUIPMENT.DEFENSE/UTILITY TECHS.Sonic Sway - Rank 3You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 10 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Barrier - Rank 1 You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.INVENTORY.Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None. HP: 65/65 (Temp HP: 3/15) | KI: 47/100 PL: 787 FIGHTING ACCURACY: 30 | ENERGY ACCURACY: 20 | DEF: 75 DR: +0 Damage Mod: +1 1d100+30·1d12+1·1d100+30·1d12+1
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Post by darthlunchbox on Nov 1, 2019 18:31:30 GMT -8
Cade could feel that his strikes weren't bustin' through these things fancy armor they sprouted out their bodies. His fists felt like they were beating on armadillo shell tied round an oak tree. He wove through the crowd deflecting bites and claws where he could. With so many it was impossible to deflect them all though. More rivulets of blood joined those already spotting his clothes and were drank in by the endless thirst of the sand. He was panting and barely holding his own it seemed. He hadn’t seen much of the others he had been so focused on defending himself and trying to take some of these things down that he had lost track of them. He continued to his right and through the press of the fighting, he found himself near to AI. Maybe she'll be able to crack through them if I can distract them for a second and let her get the jump on them... He cleared a space briefly be launching a few roundhouse kicks and then yelled over the cacophony, "Heads up AI! Catch them when they look to me!" He gathered his ki and jumped straight at the nearest crowd, firing wildly with energy blasts that had no chance to hit... but drew the mutant’s eyes to him all too well. As he landed he launched a series of kicks all about him, spinning and alternating between high and low. BATTLE TRACKER Turns Suppressed: 0
DEFENSE PHASE.
Opponent
Attack 1: Cade (110) vs Opponent (92) = Miss
Attack 2: Cade (85) vs Opponent (N/A) = Miss
Total damage:
8 from the misses that bypassed dr
OFFENSE PHASE.
At-Will: Distract
Bonus Action: - Rapid Movement -15 ki
Standard Action 1: - Distraction
Standard Action 2: -
Strike
OrYYCr351d100+20
1d8+1
EFFECTS.
Inventory
Dragon Ball Orange Hard Candy
Shaped like a Dragon Ball, but luckily doesn’t taste like one too! Increase your gains in one thread by 20%. This item is consumed after it has been redeemed
Cryo-Bomb A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Flashbang A grenade that explodes with a burst of bright light and considerable noise, often used to disorient foes to great effect. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Katchin Armor Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000 Activation: Passive Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
PL:659/659 HP: 64/80 | TEMP HP: 0/0 | KI: 82/100 FIGHTING: 20 | ENERGY CONTROL: 15 | REFLEXES: 20 | RESILIENCE: 15 MELEE ACCURACY: +20 | ENERGY ACCURACY: +15 | DEF: 80 DR: -3 | DMG MODIFIER: +1 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: 8 [238/2396]
Caffey Shell A.I. 1d100+20·1d8+1
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Post by A.I. on Nov 1, 2019 19:37:02 GMT -8
Ahri's fist slammed into the sand as the Saibamen seemed to blur for a split second before Ahri's attack had been able to make contact with them. She looked around wildly for a moment, assessing the current situation and surveying the battlefield as quickly as she could. Shell's attack had mowed down a whole section of the horde of creatures, lowering the number of Saibamen to deal with. Cade and Caffey were doing fine; they could probably do more than handle the remaining little imps. She watched intently as the Saibamen seemed to organize themselves, like a pack of wolves in a hunt going after some especially dangerous prey. A sudden surge of sinister energy coursed through the bodies of the creatures as they grew stronger, and many of the Saibamen they had knocked down before were returning to their feet. The sight presented before the tall woman's eyes was disgusting. The poor little animals' bodies seemed to be incapable of handling such a massive boost in power in a mere moment. Their bodies were now partly liquefied, due to the bursting of the energy in their insides. Ahri gritted her teeth, and set her face into a grimace. Ugh, now would probably be a good time to throw up.Ahri regained focus, and prepared to face and defend against the monsters that threw themselves at her. Saibaman after Saibaman was knocked back, deflected, or plain punched by Ahri as they charged towards her, slashing almost randomly and mindlessly with teeth and claw. A stray Saibaman managed to properly damage her, causing yet another cut to appear on her right forearm. At the very moment she realized she was being challenged, she released her energy in a burst of ki, knocking away a majority of the Saibamen she faced. With a glowing, holy white fist, she charged through rows of Saibamen, throwing random punches, elbows, kicks, knees and forearms. Eventually, she found herself near Cade, who fought against a whole wave of Saibamen by his lonesome. Ahri supposed that she should probably be fighting alongside him, they would probably make more progress that way. Cade performed a couple roundhouse kicks, then exclaimed his plan of action to Ahri, to which Ahri's response was a knowing nod and a grin. Cade's blue energy burst into several different directions and it was as if the Saibamen were momentarily mesmerized by the colorful display. Ahri ignited her generic white aura, then charged into the crowd with reckless abandon, unleashing a combo of strikes that targetted multiple Saibamen, attempting to knock them all down in one swoop.
Word Count: 433/2848 Shell Caffey darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 85 Def vs 92 Acc. Hit for 18 dmg.
Total Dmg: 18-7-10(Guard)= 1
2 Damage dealt back with 'Bristling Defences'.
Offense Phase
Edge 2 established. +5 Acc, +3 Damage, +3 DR.
At Will:
Bonus Action: Guard | -10 ki | +10 DR
Standard Action 1(Sacrificed for Bonus Action): Power Up | +25 ki(25/100) | +25% PL
Standard Action 2: Shattering Blow | -15 ki | Piercing | Wound
Accuracy: ax4vNHvx1d100+30
Damage: 3d10+5
Wound(40 or lower): 1d100
Standard Action 3(Given by Cade): Shattering Blow | -15 ki | Piercing | Wound
Accuracy: 1d100+30
Damage: 3d10+5
Wound(40 or lower): 1d100
Battle Info Skills
Fighting :25 Energy Control :10 Reflexes :40 Resilience :10
Techniques
SHATTERING BLOW Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki
BITCH SLAP Ahri's holy white aura bursts to life as she charges towards her unfortunate foe, delivering a humiliating, energy charged, slap so powerful, that it can provide even the toughest warriors with a permanent concussion. If you ever get the slap from Ahri, you must've pissed her off. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+20 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki & 5 HP
BLINDING AURA(SOLAR FLARE) Ahri uses her ki to amplify the light around her in a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread.
Traits
Quick Learner: You automatically subtract one week from every technique you study’s learning time.
Encapsulate(AI Assistant): As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread.
Moxy(AI Assistant): When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
Instinct(AI Assistant): Your Defense is increased by +15.
Class Traits
Tank: You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.
Bristling Defences: Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.
Inventory
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Ritual Dagger This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims. Type: Weapon - Knife Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target. Limit: 3 uses per thread.
Melee Accuracy: 1d100+25(+5, Edge 2) Energy Accuracy: 1d100+10(+5, Edge 2) Defense: 85 Damage Reduction: -4(+3, Edge 2) Damage Modifier: +2(+3, Edge 2) HP: 80/80 Temporary HP: 23 KI: 20/100 Natural PL: 3272 Base PL: 3599(Auxiliary Core) Current PL: 4498(Power Up) 1d100+30·3d10+5·1d100·1d100+30·3d10+5·1d100
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Post by Shell on Nov 5, 2019 16:56:05 GMT -8
Shell had no time or patience left for these mongrels. They were like annoying pixies. Everytime he thought he had one, it wriggled free. Only one of his explosive lightning attacks dealt any real damage. The rest was chipping away at them. But Shell knew better. Chipping away at them would eventually claim their lives. He just had to be patient. He’d set up as best he could. Their wounds were still bleeding from his sword, and with every swipe of his clawed hands they would take more and more damage. Shell fought with a strategy. The saibamen fought with only savagery. Even now they were beginning to lag, where Shell was more than able to keep fighting. In fact...he let his power flare momentarily, ripping off the bandaid he’d pressed down over his power, uncompressing it and letting it push back against the oppressive aura of the saibamen.
They raced at the nimble namekian, and he used their own tactic against them. He momentarily glimmered into the air, appearing a few feet to the left as the saibamen attacked thin air. Then he growled at them, plunging forward and raking his clawed hands over one saibaman before pivoting and lashing out against another with a well-aimed foot. He didn’t need to be flashy now, just stay safe long enough for his wounds to do their job...
PLAYER ACTIONS
RELEVANT ABILITIESRushing Your attacks deal 15% of their total damage to their targets even if they would fail to hit. This damage ignores DR. Relentless Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again. Pummel Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage. A Thousand Cuts Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted. Namekian Physiology You may make a single melee attack from range, twice per battle. When you do, your attack has a +10 accuracy modifier. In addition, regen 2 HP naturally at the end of each turn. RELEVANT EQUIPMENTREACTIVE ACTIONSShell uses “Rapid Movement”! Shell gains 25 Defense. Defense becomes 95! “Frenzy” misses and deals 4 damage due to “Rushing”! Shell takes all of it on temporary HP.AT-WILL ACTIONSShell releases “Suppression!” Shell’s power returns to 1,141, and Saibaman cannot use SENSE during their next turn!BONUS ACTIONSShell used Rapid Movement.STANDARD ACTIONSShell used the Basicl Technique “Strike” two times!Shell’s “Relentless” ability deals 5 Damage to the Saibaman that bypasses DR and Temp HP. Shells’ “Wound” deals 4 Damage to the Saibaman. Relentless Stacks: 3Don’t Forget! Saibaman were hit by a Bashing Technique last turn, and lost 5 Ki and 5% PL!Strike Dice Roll: pI7vhU9r1d100+35Strike Damage Roll: 1d8+4Strike Pummel Roll: 1d4If this technique misses it will still deal 15% of its damage (bypassing DR) due to “Rushing”Strike Dice Roll: 1d100+35Strike Damage Roll: 1d8+4Strike Pummel Roll: 1d4If this technique misses it will still deal 15% of its damage (bypassing DR) due to “Rushing” PL: 1,141 HP: 40/40 | TEMP HP: 12/20 | KI: 26/100 FIGHTING: 30 | ENERGY CONTROL: 10 | REFLEXES: 30 | RESILIENCE: 10 MELEE ACCURACY: 35 | ENERGY ACCURACY: 15 | DEF: 70 DR: +0 | DMG MODIFIER: +4| KI COST: -0 ACTIVE EFFECTS: Status Immunity (All) LIMITED EFFECTS: Buckler (½), Katchin Sword (1/3), Namekian Physiology (2/2) DAMAGE TAKEN THIS TURN: 0 Kiryu darthlunchbox A.I. @glowy [ 230 Words ][ 3830 Words Total ] 1d100+35·1d8+4·1d4·1d100+35·1d8+4·1d4
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Post by Kiryu on Nov 5, 2019 23:57:10 GMT -8
In the end, the Saibamen are no match for you. Whether it is your technique, your tenacity, your tactics, or your raw, overwhelming might, you sweep aside your foes like tenpins. You are a tempest, and they cannot hope to stand against you. Like wheat beneath a scythe, they fall, first one at a time, then by the dozen, until, finally you all stand, panting, the broken and dismembered bodies of the Saibamen in a ring around you.
Flames from torches set in sconces sent shadows dancing along the walls of the cavern. His scrying pool was illuminated and glittered with reflected light. The water showed him the scene as it unfolded, and as he beheld his ruined minions, and the heroes standing triumphant... and he laughed. It was long, low, and there was something wrong in it. Something that was utterly alien and savage and evil. He held up his hand and dark energy coursed around it, illuminating the entire cavern with crimson luminescence as he imposed his will on the world...
They are dead and defeated. You know they all are. They must be. Nothing could live through what you had done to them, there was no way. And then a crimson energy began to arc over their corpses. Rather than rise, reanimated, something far more grotesque occurs. The energy seems to swiftly consume the bodies of the Saibamen, reducing them to a sort of goo. There is a massive amount, and it all rushes together, fusing in a grotesque display. Eventually it forms a bipedal shape, it's exterior glistening and wet though it has grown to massive proportions. After a moment the exterior sloughed off, revealing the form of a grey skinned Saibaman, swollen and grown to at least thirty feet in height. The creature rears back and roars, and as it does so, chitinous armor sprouts, though unlike before, the edges of it seem jagged in places, as though contact with them will prove injurious. The same dark energy as before infused the creature's chitin, and a dark aura swirled around it as it prepared to face you all...
[WC=353] [TWC=2,610] Battle Tracker
Defense Phase- Saibaman swarm is reduced to 0 HP! Giant Saibaman enters the fight at the same initiative.
Offense Phase
Bonus Action: Giant Form (Rank 3, -14 ki)
Standard Action: Lightning Aura (Rank 3, -14 ki)
Standard Action: Barrier (Rank 3, -14 ki)
Standard Action (Bonus from NPC Ability) Power Up (+25 ki, +25% PL/2 Turns)
Battle Stats Base PL: 2,500
PL: 3,625
HP: 100/100 | Temp HP: 50/50 | KI: 83/100
MELEE ACCURACY: 35 | ENERGY ACCURACY: 25 | DEF: 60
DR: +3 | DMG MODIFIER: +4 | KI COST: -1 | Power Up Ki Restored: 25/100
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Caffey
Junior Member
The Cobra Prodigy
Posts: 99
Power Level: 1,329
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Post by Caffey on Nov 11, 2019 17:08:12 GMT -8
BATTLE TRACKERDEFENSE PHASE.OFFENSE PHASE.Bonus Action: Enhanced Dragon Dash | +10 melee accuracy, +5 damage | -7 ki Standard Action 1: Enhanced Strike | 1d12+1 | 0 ki To-hit: 9o9mReaU1d100+30Damage: 1d12+6Standard Action 2: Enhanced Strike | 1d12+1 | 0 ki To-hit: 1d100+30Damage: 1d12+6Passive: EFFECTS.Power Up ki restored 0/100 TRAITS. EQUIPMENT.DEFENSE/UTILITY TECHS.Sonic Sway - Rank 3You rely on your keen senses to anticipate attacks, weaving in and out of them before your opponent can truly use their skills. Type: Defense Action: Standard Action - Reactive Effect: You avoid all attacks that roll a natural 15 damage (unmodified) or less on your turn. Can be used to avoid a critical hit (if condition is met.) Considered a Movement technique. Cost: 10 ki Limit: Once per battle. Ranks: Rank 2 costs 10 ki and Rank 3 increases the avoidance range to natural 15 damage or less. Barrier - Rank 1 You create a shroud of protective ki around your body to soften blows and protect against harmful effects. Type: Defensive Action: Bonus Action Effect: You gain 15 Temporary HP and are immune to status effects inflicted by attacks. Duration: Until temp HP is gone. Cost: 15 ki Limit: Once per thread. Ranks: Rank 2 gives you 20 Temporary HP. Rank 3 gives you 25 Temporary HP. Learn: Rank 1 takes 2 weeks to learn. Additional ranks do not take time but cost 2 MP.
ATTACK TECHS.INVENTORY.Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None. HP: 65/65 (Temp HP: 3/15) | KI: 40/100 PL: 787 FIGHTING ACCURACY: 30 | ENERGY ACCURACY: 20 | DEF: 75 DR: +0 Damage Mod: +1 1d100+30·1d12+6·1d100+30·1d12+6
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Post by darthlunchbox on Nov 11, 2019 19:45:07 GMT -8
Cade felt the flush of triumph as all of the mutant saibamen melted before the group as they stood panting. He wiped the seat from his forehead and looked around to the others, "I reckon we whooped their butts pretty good!" He grinned at the others until he saw red light from the corner of his eye; he turned to see what it was. He gaped and in his shock the only thing he could think as the good began building itself into some sort of mega mutant was his mom's voice saying, Cade you better shut that mouth, you'll catch a fly!
As he took in the towering form, armored in the armor from the defeated saibamen, he took a hold of himself. And firmly shut his mouth. He didn't want to get none of that crap in his mouth. Caffey sprang into action first, going on an all out offensive on the giant form. He waved at Shell and AI, "Come on, we gotta help her! I'll distract it and Shell you take it from the side! !" He scooped up a fistful of sand as he ran and leaped up at the giant, casting the sand at the creature's eyes, "Hey ugly, how did someone stuff 20 pounds of manure in a 10 pound sack?"
As he landed, Cade took the opportunity to send a flurry of kicks at the things ankle, looking to hamper its movement if he could... BATTLE TRACKER Turns Suppressed: 0
DEFENSE PHASE.
Opponent
Attack 1: Cade (85) vs Opponent (N/A) = Miss
Attack 2: Cade (85) vs Opponent (N/A) = Miss
Total damage:
OFFENSE PHASE.
At-Will: Distract
Bonus Action:
Standard Action 1: - Gave to Shell
Standard Action 2: -
Strike
Jqc4Vnmm1d100+20
1d8+1
EFFECTS.
Inventory
Dragon Ball Orange Hard Candy
Shaped like a Dragon Ball, but luckily doesn’t taste like one too! Increase your gains in one thread by 20%. This item is consumed after it has been redeemed
Cryo-Bomb
A grenade containing a complex compound that causes an immediate chain reaction upon being detonated- this compound quickly freezes the area around its detonation. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Freeze status effect. The max chance to afflict any Status Effect is 95%.
Limit: 2 uses per thread.
Flashbang
A grenade that explodes with a burst of bright light and considerable noise, often used to disorient foes to great effect. Type: Grenade Zeni Value: 10000 Zeni Cost: 40000 Activation: Bonus Action Effect: Target one opponent; that opponent has a 50% chance to be afflicted with the Blind status effect. The max chance to afflict any Status Effect is 95%. Limit: 2 uses per thread.
Katchin Armor
Whether forged by God or Man, this armor was crafted using Katchin- the strongest known metal to Universe 7. Type: Outfit - Armor Zeni Value: 40000 Zeni Cost: 120000
Activation: Passive
Effect: Increase your maximum HP by +30 and gain +3 DR while wearing this outfit.
PL:659/659 HP: 64/80 | TEMP HP: 0/0 | KI: 82/100 FIGHTING: 20 | ENERGY CONTROL: 15 | REFLEXES: 20 | RESILIENCE: 15 MELEE ACCURACY: +20 | ENERGY ACCURACY: +15 | DEF: 80 DR: -3 | DMG MODIFIER: +1 | KI COST: -0 ACTIVE EFFECTS: N/A LIMITED EFFECTS: N/A DAMAGE TAKEN THIS TURN: 0 [242/2638]
Caffey Shell A.I. 1d100+20·1d8+1
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Post by A.I. on Nov 12, 2019 14:39:15 GMT -8
Finally, it was all over. Ahri's salvo had taken down a large portion of the horde, and the other warriors had been a great help in finishing off the little creatures. She had expended so much energy in that last attack, so she felt strained and tired once the last of the Saibamen fell. She crouched slightly and placed her hands on her bare and bruised knees, panting heavily. She smiled as she did so, and looked to the other fighters. They had all done well, and now should've been the time to return... however.... Wait... what is... happening?!The Saibamen were engulfed in a sinister aura, and were all reduced to nothing but liquid. The large amount of goo was all brought closer together, as it began to form a much more terrifying threat. Once the transformation had been completed, the young woman's eyes rested upon a grey skinned Saibaman with a height of at least thirty feet. It towered above everything and everyone in sight, and let a terrible roar fly freely from its mouth, the noise filling Ahri's eardrums. The creature had sprouted yet another layer of armour, and it certainly didn't look anything close to pretty. Ahri was standing still, shocked and incredulous, not understanding what exactly had happened. She only knew one thing, and that was the fact that this new threat presented to them would be difficult to take on and challenge. She heard Cade's shout, and Ahri immediately sprung into action. Her generic aura burst to life around her, as she charged forwards towards the giant creature, only being a few yards behind Cade. They both targetted the ankles of the Saibaman, trying their hardest to interfere with and hinder the movement of the titan, in order to give the Namekian an opening to strike.
Word Count: 302/3150 Shell Caffey darthlunchbox Battle Tracker
Defense Phase
Attack 1: A.I. 85 Def vs Acc. Attack 2: A.I. 85 Def vs Acc.
Total Dmg: 0
Offense Phase
At Will: Distract(1/3) | Give Standard Action to Shell
Bonus Action: Power Up | +25 ki(50/100) | +25% PL
Standard Action 1(Sacrificed to Shell):
Standard Action 2: Strike | -0 ki
Accuracy: zTx9yqW71d100+25
Damage: 1d8+2
Take 1 dmg due to Lightning Aura. Battle Info Effects: Power Up. +25% PL. (2/2) Power Up. +25% PL. (1/2)
Skills
Fighting :25 Energy Control :10 Reflexes :40 Resilience :10
Techniques
SHATTERING BLOW Ahri charges ki into her hands for a short amount of time, until finally delivering a powerful, charged punch to the opponent's body, breaking through any defense they may have prepared. Type: Physical, Melee, Single Action: Standard Action Base Damage: 3d10 Major Effect: Piercing Minor Effect: Wound Cost: 15 ki
BITCH SLAP Ahri's holy white aura bursts to life as she charges towards her unfortunate foe, delivering a humiliating, energy charged, slap so powerful, that it can provide even the toughest warriors with a permanent concussion. If you ever get the slap from Ahri, you must've pissed her off. Type: Physical, Melee, Finisher Action: Standard Action Base Damage: 5d8+20 Major Effect: Draining Minor Effect: Blinding Cost: 35 ki & 5 HP
BLINDING AURA(SOLAR FLARE) Ahri uses her ki to amplify the light around her in a blinding flash. Type: Utility Action: Bonus Action Effect: You have a 70% chance to inflict the Blind status on your target. The max chance to inflict with any effect is 95%. Attempting to flee from a thread on a turn in which Solar Flare was used increases your chance to successfully escape by +15%. Cost: 5 ki. Limit: Twice per thread.
Traits
Quick Learner: You automatically subtract one week from every technique you study’s learning time.
Encapsulate(AI Assistant): As a Reactive At-Will action, you gain 20 Temporary HP; this stacks with all other sources of Temporary HP. May only be used once per thread.
Moxy(AI Assistant): When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
Instinct(AI Assistant): Your Defense is increased by +15.
Class Traits
Tank: You begin each battle with Temp. HP equal to 15% of your HP. This stacks with other sources of Temp. HP. Your 'Intercept' tech no longer has a battle usage limit.
Bristling Defences: Whenever a combantant deals damage to you with an attack, they receive damage equal to your Damage Modifier. This bypasses all DR and Temp. HP.
Inventory
Auxiliary Core A power supply created by Gero Enterprises that can be easily integrated into living creatures and androids alike, used to boost power output and Ki generation. Type: Supplementary - Technology Zeni Value: 10000 Zeni Cost: 40000 Activation: Passive Effect: Increase your Base Power Level by 10%. Twice per battle, you may perform a Special Technique without paying its Ki Cost. After both uses of this item have been used in a single thread, it no longer has any effect for the remainder of that thread. Limit: Only one Auxiliary Core may be equipped at a time.
Expert Training Gear Designed with a large volume of weights embedded within, this article is intended to facilitate growth from training and daily life alike. Type: Outfit - Training Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Increase the amount of PL earned per post by +50% while wearing this outfit. Limit: None.
AI Assistant Designed by Capsule Corp, this device is a portable AI that assesses and advises optimal decisions in combat. Type: Supplementary - Technology Zeni Value: 30000 Zeni Cost: 80000 Activation: Passive Effect: Upon equipping this item, select any three (3) non-Class Traits. You may use those traits as if you possessed them, as long as you meet their requirements. This may not cause a character to exceed 4 Traits at a time.
Ritual Dagger This dagger is long and broad at its base, narrowing to a deadly tip with a wave-like edge throughout its length and has been used in countless sacrificial rituals- enough to imbue its blade with an Enchantment that saps the life force of its victims. Type: Weapon - Knife Zeni Value: 40000 Zeni Cost: 120000 Activation: At-Will Effect: Strikes you perform on this turn deal an additional 2 damage to their targets; this damage is applied even if your strikes would not hit and ignores all DR and Temporary HP possessed by the target. You regain 2 HP for each Strike performed on this turn that successfully hits its target. Limit: 3 uses per thread.
Melee Accuracy: 1d100+25 Energy Accuracy: 1d100+10 Defense: 85 Damage Reduction: -4 Damage Modifier: +2 HP: 80/80 Temporary HP: 22 KI: 45/100 Natural PL: 3272 Base PL: 3599(Auxiliary Core) Current PL: 5398(Power Up) 1d100+25·1d8+2
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Post by Shell on Nov 19, 2019 19:09:40 GMT -8
No. No! These assholes! They killed all of the demonic saiba men only to see them form some kind of uber-saiba. Shell snarled immediately when the enemy rose, and felt his aura flickering over him. Pale purple energy rushed about his body, a small tremor of lightning slithering across his body in sizzling arcs. He saw his teammates making feints and jabs and largely just annoying the piss out of the large monster. Shell saw that their actions were intentional. They were lining the beast up...for him?
The Namekian snarled in a smile. He used the time they bought him, funnelling more energy into his muscles, down his arms and into each taloned hand. They began to glow a bright purple-white as he gathered energy, focusing it into the palms of his hands. The saibamen had been tricky to nail down, so he intended to waste no time at all on this front. He roared out and charged forward, leaping up into the air while the monster was distracted and doublefisted glowing hands towards the monster’s chest. “Mataihou!” he screamed, unleashing a torrent of energy into the monster, trying to end this as quickly as he could. He wouldn’t have much energy left when it was over, but with enough force he could end this in one swoop. If not, hi relentless nature would bring down the uber-saiba.
PLAYER ACTIONS
RELEVANT ABILITIESRushing Your attacks deal 15% of their total damage to their targets even if they would fail to hit. This damage ignores DR. Relentless Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again. Pummel Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage. A Thousand Cuts Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted. Namekian Physiology You may make a single melee attack from range, twice per battle. When you do, your attack has a +10 accuracy modifier. In addition, regen 2 HP naturally at the end of each turn. RELEVANT EQUIPMENTREACTIVE ACTIONSShell receives two Standard Actions from Cade and Ahri!AT-WILL ACTIONSN/ABONUS ACTIONSShell uses Power Up! Shell Converts a Standard Action and uses Power Up! Shell Converts a Standard Action and uses Focus EnergySTANDARD ACTIONSShell used “Mataihou” two times!Shell’s “Relentless” ability deals 6 Damage to the Saibaman that bypasses DR and Temp HP. Relentless Stacks: 4Don’t Forget! Mataihou is a Bashing Technique, and if hit, Uber-Saiba will lose 5 Ki and 5% PL for each hit!Mataihou Dice Roll: Mhd_GNpH1d100+50Mataihou Damage Roll: 4d6+4Mataihou Pummel Roll: 2d5If this technique misses it will still deal 15% of its damage (bypassing DR) due to “Rushing”Mataihou Dice Roll: 1d100+50Mataihou Damage Roll: 4d6+4Mataihou Pummel Roll: 2d5If this technique misses it will still deal 15% of its damage (bypassing DR) due to “Rushing” [/spoiler] PL: 1,141 1711 HP: 40/40 | TEMP HP: 12/20 | KI: 22/100 FIGHTING: 30 | ENERGY CONTROL: 10 | REFLEXES: 30 | RESILIENCE: 10 MELEE ACCURACY: 35 | ENERGY ACCURACY: 15 | DEF: 70 DR: +0 | DMG MODIFIER: +4| KI COST: -0 ACTIVE EFFECTS: Status Immunity (All) LIMITED EFFECTS: PL +50% (0/2), Ki Restored (50/100), Buckler (½), Katchin Sword (1/3), Namekian Physiology (2/2) DAMAGE TAKEN THIS TURN: 0 Kiryu darthlunchbox A.I. @glowy [ 230 Words ][ 4060 Words Total ] [/font] 1d100+50·4d6+4·2d5·1d100+50·4d6+4·2d5
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Post by Kiryu on Dec 2, 2019 12:39:57 GMT -8
Your attacks lash out, your speed and agility, even for the slowest among you, standing out starkly against the plodding motions of the giant Saibaman. Despite it's increase in mass, durability and power, the beast seems to be slower than they Saibamen were individually, and your techniques find purchase. It does seem that the monster is able to harden parts of itself in response to your blows, but 3even so, your salvo causes damage, shattering off chitinous fragments and spraying some sort of internal fluid that is black and green and viscous and foul. You, of course, are not able to escape unscathed as your melee attacks encounter some of the jagged ridges and spikes extruding from the Saibaman's carapace. Roaring it's defiance, the creature lashes out, sending out it's clawed arms in large, sweeping arcs, hoping to catch all of you. It does seem a bit weaker than it was just a moment ago; perhaps your attacks are effectively slowing it down a bit. It slashes twice at your group, it's massive size allowing it to make wide scale attacks. It's claws are the size of barn doors, and they rend massive furrows in the earth as they seek your flesh...
[WC=202] [TWC=2,812] Battle Tracker
Defense Phase- 19 DR versus Caffey. Caffey's attacks hit for 34 damage. Saibaman takes 15 on temp HP, Caffey takes 2 Damage bypassing DR from Lightning Aura.
19 DR versus Cade. Cade hits, DR reduces damage to 0, Cade takes 1 damage bypassing DR from Lightning Aura.
14 DR versus Ahri. Ahri hits, DR reduces damage to 0, Ahri takes 1 damage bypassing DR from Lightning Aura.
17 DR versus Shell. Shell's attacks hit. Relentless deals 6 damage bypassing DR and Temp HP. Shell deals 38 damage. Saibaman takes 21 damage on temp HP. Saibman loses 10 ki and 10% PL due to Bashing. Shell takes 12 damage bypassing DR from Lightning Aura.
Bonus Action- Enhanced Guard (+10 DR, -6 ki)
Offense Phase
Standard Action: Slash (Area Single, targeting Ahri, Shell and Caffey, -19 ki)
Attack: dMUbpszA1d100+35 (+15 accuracy to Caffey, +2 Accuracy to Shell due to Edge)
Damage: 3d10+3 (+5 damage to Caffey, +2 damage to Shell due to Edge)
Giant Form damage: 1d6
Piercing; ignores 5 points of DR and all temp HP
Wound 40%; 1d100
Standard Action (Bonus from NPC Ability) Standard Action: Slash (Area Single, targeting Ahri, Shell and Cade, -19 ki)
Attack: 1d100+35 (+15 accuracy to Cade, +2 Accuracy to Shell due to Edge)
Damage: 3d10+3 (+5 damage to Cade, +2 damage to Shell due to Edge)
Giant Form damage: 1d6
Piercing; ignores 5 points of DR and all temp HP
Wound 40%; 1d100
Wound success! Wound inflicted for 2 turns.
Battle Stats Base PL: 2,500
PL: 3,263
HP: 94/100 | Temp HP: 14/50 | KI: 26/100
MELEE ACCURACY: 35 | ENERGY ACCURACY: 25 | DEF: 60
DR: +3 | DMG MODIFIER: +4 | KI COST: -1 | Power Up Ki Restored: 25/100 1d100+35·3d10+3·1d6·1d100·1d100+35·3d10+3·1d6·1d100
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